漫野奇谭

漫野奇谭

XClass Job System
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更新于:2022 年 1 月 25 日 下午 12:04

Fixed many abilities that were not functional. Fixed some wording on abilities and rebalanced a few of the warrior class abilities.

更新于:2022 年 1 月 22 日 下午 2:58

Fixed abilities being granted on accident.

更新于:2022 年 1 月 22 日 下午 2:43

This mod adds in a class system to the current classes of Wildermyth. You can now choose a specialization on your characters, allowing them to gain specific skills to that class.

This mod was in development, but I am releasing it now for beta testing. This mod was last worked on a while ago, so it may not all work, but most features and abilities should still function.


Hunter and Warrior classes should mainly work right now, with the mystic class only partly finished, so most of that class will be half-playable. (Check notes next to classes below).

This mod has not been tested with other mods, so there is a 50/50 chance this mod may NOT work with other mods installed, especially mods that change items, equipments, or abilities. Story mods and cosmetic mods should not affect this one (hopefully).


This mod is NOT BALANCED. Some skills may be heavily overpowered or underpowered compared to others, but hey, that is what beta testing is for.







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SEEKER CLASS: A seeker excels at hitting their target, exposing their weaknesses and lowering defenses. Advancing to seeker grants the skill Weakpoint.

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Weakpoint: Twice per combat, reveal the weakpoints of an enemy, causing them to take 1 additional damage from all sources this turn.

Wildmark: Shoot a target and up to 1 adjacent target, applying Wildmark: Targets take an additional 15% of their health as damage when attacked for 1 turn.

Dissolve: Throw acid at a target location. Units hit have 0 to 3 armor shredded.

Pinpoint: Gain +10 ranged accuracy, and your basic ranged attacks now shred 1 to 3 armor, and 0 to 1 warding.

Expert Tactician: Once per combat, grant all allies tactician's buff and enemies exposed debuff.

Vantage Point: Once per turn as a free action, if you are next to an adjacent ally, you can have them attack a target with their basic attack.

Extension: Gain +1 bonus range, +2 speed, and +3 perception. (Active): Grant all allies in range +1 speed, +1 bonus range, and +1 perception for 2 turns.

Vital Points: (Passive): Attacking an enemy has a 50% chance of dealing bonus damage and either hobbling them or pinning them.

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RANGER CLASS: A ranger can use the power of nature to contlo the battlefield and disrupt enemies. Advancing to ranger grants Overgrowth and Earthen.

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Overgrowth: Once per combat, inflict all targets in an area with ivy for 2 turns. The target moving or attacking has a chance to cause the target to be (true) damaged.

Earthen: Call forth the earth spirit to deal damage to a peice of scenery in a range.

Thornburst: Once per turn, shoot a thorn-tipped arrowing, applying the thorns status effect: The more stacks of thorns a target has, the higher chance it has to Burst: Deal damage equal to the thorn stacks.

Nature's blessing: (Passive): Heal for 1 health at the start of each of your turns. Become immune to all negative status effects.

Root expension: Active: Command roots to attack a target, inflicting ivy for 1 turn. The roots then expand and root surrounding enemies for 1 turn.

Paralysis Shot: Active: Shoot an arrow made out of roots, damaging an enemy and pinning them for 1 turn.

Plant of life: Active: Summon a healing plant at a target tile. Destroying the plant heals all nearby allies and grants 1 temp health.

Explosive Sapling: Active: Shoot an enemy and summon an explosive spaling adjacent to it. Destroying the sapling will deal damage in a small area.


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MARKSMAN CLASS: A marksman likes being concealed and doing high critical damage to single targets. Advancing to marksman grants the ability Headshot.

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Headshot: (Active): Once every 3 turns: Take careful aim, and shoot an arrow that is a guaranteed stunt if it hits, dealing increased stunt damage.

Shattershots: (Passive): Your arrow attacks that stunt, will shatter and hit adjacent enemies for reduced damage and a 50% chance to inflict hobbled for 1 turn.

Luckyshot: (Active): Once every other turn, shoot an arrow and gauge your shot. Gain a stack of [:statusEffect.lucky]Lucky[], up to a max of 3.

Deadeye: (Passive): Gain a percentage of your overall ranged accuracy as stunt chance. Your stunts now have a 20% chance to grant 1 action point, up to 1 per turn.

Excessive Force: (Passive): Your shots are much stronger, dealing additional damage equal to 5% of your stunt chance.

Concussion: (Active): Once every three turns: Fire an arrow with high blunt force, and has a 33% chance to stun for 1 turn. Stunting will always apply stun.

Concealment: (Active): Once every 3 turns: You conceal yourself, becoming hidden. You also gain +1 speed and +1 flank damage for 2 turns.

Tumble: (Active): Once every other turn: Move up to 3 tiles and attack the closest enemy target to you. This ability does not break stealth.

Spreadbreak: (Active): Once per combat: Shoot at a target direction in a cone shape, hitting enemies and ignoring armor.



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WARRIOR CLASSES:

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IRONCLAD CLASS: An ironclad excels at protecting and mitigating damage from allies, taking the brunt of the enemies. Advancing to Ironclad grants Persevere.

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Perservere: Gain +25 dodge and block for 1 turn.

Redirection: (Active): As a free action each turn, activate or deactivate an aura that causes nearby allies to take 50% less damage, and causes you to take the remaining 50% instead.

Provocation: (Active): Once per turn: Shout and taunt all nearby enemies into attacking you with a 40% chance, gaining 1 temporary health per target taunted.

Steel Rampart: (Passive): Your health is doubled, but you can no longer stunt and you do 50% reduced damage.

Towering Presence: (Active): Once per combat, stomp on the ground dealing damage to all enemies and hobbling them with a 50% chance. Damage and range scale with your maximum health.

Arrival!: (Active): Once per turn, you can make a heroic leap to a nearby target ally, and grant them armor and warding equal to half of yours for 1 turn.

Life mitigation: (Passive): Whenever you take damage, provide 1 temporary health to allies in range for 1 turn. The more damage you take, the more temporary health you grant.

Overwatch: (Active): Once per combat, grant all allies in range 2 armor and 2 warding for 2 turns.

Coverguard: (Passive): All other allies within one tile of you gain 20 block. Whenever you block or dodge an attack, grant the nearest ally +2 temp health.


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JUGGERNAUT CLASS: A juggernaut excels are running in and combines defense with offense. Advancing to Juggernaut grants Rage Wounds: If you are damaged, consume all rage and restore health equal to consumed rage.

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Heavy Blow: (Active): Once every ot